public override string OnChoice(TrustedAI ai, Player player, string choice, object data) { Player target = null; Room room = ai.Room; foreach (Player p in room.GetOtherPlayers(player)) { if (p.HasFlag("daoshu_target")) { target = p; break; } } List <int> ids = ai.GetKnownCards(target); List <string> suits = new List <string>(this.suits); if (ids.Count > 0) { Dictionary <string, int> pairs = new Dictionary <string, int>(); foreach (string suit in suits) { pairs[suit] = 0; } foreach (int id in ids) { string suit = WrappedCard.GetSuitString(Engine.GetRealCard(id).Suit); pairs[suit]++; } suits.Sort((x, y) => { return(pairs[x] > pairs[y] ? -1: 1); }); return(suits[0]); } else { Shuffle.shuffle(ref suits); return(suits[0]); } }
public override void DamageEffect(TrustedAI ai, ref DamageStruct damage, DamageStruct.DamageStep step) { if (damage.From != null && damage.Card != null && damage.From.HasWeapon(Name) && damage.Card.Name.Contains(Slash.ClassName) && !damage.Transfer && !damage.Chain) { Room room = ai.Room; List <int> ids = ai.GetKnownCards(damage.From); foreach (int id in ids) { if (damage.Card.SubCards.Contains(id)) { continue; } WrappedCard card = room.GetCard(id); FunctionCard fcard = Engine.GetFunctionCard(card.Name); if (fcard is Slash || fcard is Weapon) { damage.Damage++; break; } } } }
public override List <Player> OnPlayerChosen(TrustedAI ai, Player player, List <Player> targets, int min, int max) { Room room = ai.Room; if (room.GetTag("extra_target_skill") is CardUseStruct use) { List <Player> result = new List <Player>(); if (use.Card.Name == ExNihilo.ClassName) { foreach (Player p in targets) { if (ai.IsFriend(p) && !ai.HasSkill("zishu", p)) { return new List <Player> { p } } } ; } else if (use.Card.Name.Contains(Slash.ClassName)) { List <ScoreStruct> scores = ai.CaculateSlashIncome(player, new List <WrappedCard> { use.Card }, targets, false); if (scores.Count > 0 && scores[0].Score > 0) { return(scores[0].Players); } } else if (use.Card.Name == Snatch.ClassName) { foreach (Player p in targets) { if (ai.FindCards2Discard(player, p, use.Card.Name, "hej", HandlingMethod.MethodGet).Score > 0) { return new List <Player> { p } } ; } } else if (use.Card.Name == Dismantlement.ClassName) { foreach (Player p in targets) { if (ai.FindCards2Discard(player, p, use.Card.Name, "hej", HandlingMethod.MethodDiscard).Score > 0) { return new List <Player> { p } } ; } } else if (use.Card.Name == IronChain.ClassName) { foreach (Player p in targets) { if (ai.IsFriend(p) && !ai.HasSkill("jieying", p) && p.Chained) { return new List <Player> { p } } ; } foreach (Player p in targets) { if (ai.IsEnemy(p) && !p.Chained) { return new List <Player> { p } } ; } } else if (use.Card.Name == FireAttack.ClassName) { foreach (Player p in targets) { if (ai.IsEnemy(p)) { return new List <Player> { p } } ; } } else if (use.Card.Name == Duel.ClassName) { WrappedCard duel = use.Card; List <Player> enemies = ai.Exclude(ai.GetEnemies(player), duel); List <Player> friends = ai.Exclude(ai.FriendNoSelf, duel); int n1 = ai.GetKnownCardsNums(Slash.ClassName, "he", player); if (ai.HasSkill("wushuang")) { n1 *= 2; } List <ScoreStruct> scores = new List <ScoreStruct>(); foreach (Player p in friends) { if (!targets.Contains(p)) { continue; } bool fuyin = false; if (ai.HasSkill("fuyin", p) && p.GetMark("fuyin") == 0) { int count = player.HandcardNum; if (count > p.HandcardNum) { fuyin = true; } } if (!fuyin) { ScoreStruct score = ai.GetDamageScore(new DamageStruct(duel, player, p)); score.Players = new List <Player> { p }; foreach (string skill in ai.GetKnownSkills(p)) { SkillEvent skill_e = Engine.GetSkillEvent(skill); if (skill_e != null) { score.Score += skill_e.TargetValueAdjust(ai, duel, player, new List <Player> { p }, p); } } scores.Add(score); } } foreach (Player p in enemies) { if (!targets.Contains(p)) { continue; } bool fuyin = false; if (ai.HasSkill("fuyin", p) && p.GetMark("fuyin") == 0) { int count = player.HandcardNum; foreach (int id in duel.SubCards) { if (room.GetCardPlace(id) == Place.PlaceHand) { count--; } } if (count > p.HandcardNum) { ScoreStruct score = new ScoreStruct { Score = 1, Players = new List <Player> { p } }; scores.Add(score); fuyin = true; } } if (!fuyin) { bool no_red = p.GetMark("@qianxi_red") > 0; bool no_black = p.GetMark("@qianxi_black") > 0; double n2 = ai.GetKnownCardsNums(Slash.ClassName, "he", p, player); bool fuqi = false; if (player.ContainsTag("wenji") && player.GetTag("wenji") is List <string> names && names.Contains(Name)) { fuqi = true; } if (ai.HasSkill("fuqi", player) && RoomLogic.DistanceTo(room, player, p) == 1) { fuqi = true; } if (!fuqi && !ai.IsLackCard(p, Slash.ClassName)) { int rate = 4; if (ai.GetKnownCards(p).Count != p.HandcardNum) { rate = 5; if (ai.HasSkill("longdan", p)) { rate -= 2; if (no_black || no_red) { rate += 1; } } if (ai.HasSkill("wusheng", p) && !no_red) { rate -= 2; } int count = p.HandcardNum - ai.GetKnownCards(p).Count; count += p.GetHandPile(true).Count - ai.GetKnownHandPileCards(p).Count; if (no_red) { rate += 1; } if (no_black) { rate += 2; } n2 += ((double)count / rate); } if (ai.HasSkill("wushuang", p)) { n2 *= 2; } } ScoreStruct score = new ScoreStruct { Players = new List <Player> { p } }; if (fuqi) { score.Score = ai.GetDamageScore(new DamageStruct(duel, player, p)).Score; } else if (n2 > n1) { score.Score = ai.GetDamageScore(new DamageStruct(duel, p, player)).Score; } else { score.Score = ai.GetDamageScore(new DamageStruct(duel, p, player)).Score - (n2 - 1) * 0.4; } foreach (string skill in ai.GetKnownSkills(p)) { SkillEvent skill_e = Engine.GetSkillEvent(skill); if (skill_e != null) { score.Score += skill_e.TargetValueAdjust(ai, duel, player, new List <Player> { p }, p); } } scores.Add(score); } } if (scores.Count > 0) { scores.Sort((x, y) => { return(x.Score > y.Score ? -1 : 1); }); if (scores[0].Score > 1) { return(scores[0].Players); } } } } return(new List <Player>()); }
public static List <Player> FindTuxiTargets(TrustedAI ai, Player player, int max) { List <Player> result = new List <Player>(); List <Player> enemies = ai.GetEnemies(player); ai.SortByHandcards(ref enemies, false); Room room = ai.Room; Player zhugeliang = ai.FindPlayerBySkill("kongcheng"); if (zhugeliang != null && ai.IsFriend(zhugeliang) && zhugeliang.HandcardNum == 1 && ai.GetEnemisBySeat(zhugeliang) > 0 && zhugeliang != player) { if (ai.IsWeak(zhugeliang)) { result.Add(zhugeliang); } else { List <int> ids = ai.GetKnownCards(zhugeliang); if (ids.Count == 1) { int id = ids[0]; if (!ai.IsCard(id, Jink.ClassName, zhugeliang) && !!ai.IsCard(id, Peach.ClassName, zhugeliang) && !ai.IsCard(id, Analeptic.ClassName, zhugeliang)) { result.Add(zhugeliang); } } } } foreach (Player p in enemies) { if (result.Contains(p) || !RoomLogic.CanGetCard(room, player, p, "h")) { continue; } List <int> ids = ai.GetKnownCards(p); foreach (int id in ids) { WrappedCard card = room.GetCard(id); if (card.Name == Peach.ClassName || card.Name == Nullification.ClassName || card.Name.Contains(Nullification.ClassName)) { result.Add(p); break; } } if (result.Count >= max) { break; } } if (result.Count < max) { foreach (Player p in enemies) { if (result.Contains(p) || !RoomLogic.CanGetCard(room, player, p, "h")) { continue; } if (ai.HasSkill("jijiu|qingnang|leiji|jieyin|beige|kanpo|liuli|qiaobian|zhiheng|guidao|tianxiang|lijian", p)) { result.Add(p); } if (result.Count >= max) { break; } } } if (result.Count < max) { foreach (Player p in enemies) { if (result.Contains(p) || !RoomLogic.CanGetCard(room, player, p, "h")) { continue; } int x = p.HandcardNum; bool good = true; if (x == 1 && ai.NeedKongcheng(p)) { good = false; } if (x >= 2 && ai.HasSkill("tuntian", p)) { good = false; } if (good) { result.Add(p); } if (result.Count >= max) { break; } } } return(result); }
public override void Use(TrustedAI ai, Player player, ref CardUseStruct use, WrappedCard card) { ai.Choice["shangyi"] = null; Room room = ai.Room; foreach (Player p in room.GetOtherPlayers(player)) { if (ai.GetPlayerTendency(p) == "unknown") { ai.Choice["shangyi"] = "hidden_general"; use.Card = card; use.To = new List <Player> { p }; return; } } List <Player> enemies = ai.GetPrioEnemies(); ai.SortByDefense(ref enemies, false); foreach (Player p in enemies) { if (p.HandcardNum - ai.GetKnownCards(p).Count > 2) { ai.Choice[Name] = "handcards"; use.Card = card; use.To = new List <Player> { p }; return; } } enemies = ai.GetEnemies(player); ai.SortByDefense(ref enemies, false); foreach (Player p in enemies) { if (p.HandcardNum - ai.GetKnownCards(p).Count > 2) { ai.Choice["shangyi"] = "handcards"; use.Card = card; use.To = new List <Player> { p }; return; } } foreach (Player p in enemies) { if (p.HandcardNum > ai.GetKnownCards(p).Count) { ai.Choice["shangyi"] = "handcards"; use.Card = card; use.To = new List <Player> { p }; return; } } }